Develop into master #9

Merged
SemvdH merged 126 commits from develop into main 2021-06-18 15:56:41 +00:00
4 changed files with 8 additions and 7 deletions
Showing only changes of commit f6a1258805 - Show all commits

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@@ -1,6 +1,6 @@
#include "hand_detect_region.h" #include "hand_detect_region.h"
#define TIME_DURATION 1.5f #define TIME_DURATION 1.0f
namespace computervision namespace computervision
{ {

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@@ -40,8 +40,8 @@ namespace entities
const glm::vec3 size = bounding_box.size; const glm::vec3 size = bounding_box.size;
min_xyz = { bounding_box.center_pos.x - (0.5 * size.x), bounding_box.center_pos.y, bounding_box.center_pos.z + (0.5 * size.z) }; min_xyz = { bounding_box.center_pos.x - (0.5 * size.x), bounding_box.center_pos.y, bounding_box.center_pos.z - (0.5 * size.z) };
max_xyz = { bounding_box.center_pos.x + (0.5 * size.x), bounding_box.center_pos.y + size.y, bounding_box.center_pos.z - (0.5 * size.z) }; max_xyz = { bounding_box.center_pos.x + (0.5 * size.x), bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + (0.5 * size.z) };
// min_xyz = bounding_box.center_pos; // min_xyz = bounding_box.center_pos;
// max_xyz = { bounding_box.center_pos.x + size.x, bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + size.z }; // max_xyz = { bounding_box.center_pos.x + size.x, bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + size.z };

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@@ -79,7 +79,7 @@ namespace entities
glm::vec3 model_pos = glm::vec3(position.x + (x * multiplier_x) - (multiplier_x / 2) - offset_x, position.y, position.z + (z * multiplier_z) - (multiplier_z / 2) + offset_z); glm::vec3 model_pos = glm::vec3(position.x + (x * multiplier_x) - (multiplier_x / 2) - offset_x, position.y, position.z + (z * multiplier_z) - (multiplier_z / 2) + offset_z);
collision::Box model_box = { model_pos, model.raw_model.model_size * HOUSE_SIZE }; collision::Box model_box = { model_pos, model.raw_model.model_size * HOUSE_SIZE };
model_box.SetRotation(-90); model_box.SetRotation(90);
furniture_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box)); furniture_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
} }
//} //}

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@@ -24,6 +24,7 @@ namespace scene
int furniture_count_old; int furniture_count_old;
int score; int score;
int* ptr; int* ptr;
bool calibrated = false;
float delta_time = 0; float delta_time = 0;
@@ -112,7 +113,7 @@ namespace scene
for (int i = 0; i < furniture_count; i++) for (int i = 0; i < furniture_count; i++)
{ {
house_models.pop_front(); house_models.pop_front();
collision_entities.erase(collision_entities.begin() + 1); collision_entities.pop_front();
} }
} }
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
@@ -265,6 +266,7 @@ namespace scene
UpdateDeltaTime(); UpdateDeltaTime();
//camera.Move(window); //camera.Move(window);
update_hand_detection(); update_hand_detection();
if (!calibrated) return;
main_character->Move(regions); main_character->Move(regions);
if (!main_character.get()->GetOnCollide()) if (!main_character.get()->GetOnCollide())
{ {
@@ -295,8 +297,6 @@ namespace scene
collision::CheckCollisions(collision_entities); collision::CheckCollisions(collision_entities);
collision_entities.pop_front(); collision_entities.pop_front();
update_hand_detection();
} }
//manages the key input in the game scene //manages the key input in the game scene
@@ -334,6 +334,7 @@ namespace scene
void scene::In_Game_Scene::OnSkinCalibrationCallback() void scene::In_Game_Scene::OnSkinCalibrationCallback()
{ {
calibrated = true;
std::cout << "on skin calibration callback" << std::endl; std::cout << "on skin calibration callback" << std::endl;
std::vector<int> tresholds = reg_left.CalculateSkinTresholds(); std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
reg_right.setSkinTresholds(tresholds); reg_right.setSkinTresholds(tresholds);